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Eratosthenes
post Jun 14 2010, 05:04 PM
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I'd say it's feasible, but you're going to run into problems:

1) Your arms must be either clustered (in order to run the Pilot program), or slaved (when you're using them as arms). Clustering, IIRC, isn't instantaneous, and requires a skill check (Logic + Hard/Software?) When not clustered, what happens to the Pilot program?

2) Where are you getting the Pilot program from? Pilot programs are specific to the vehicle/drone/device they are running. I doubt any have been written for cyberarms, let alone two of them.

3) Even clustered, it's not going to have great stats. Odds are it'll still be Response 1 (I believe that's the default for cyberware), so your pilot rating would be limited to Pilot 1. Likewise your Targeting autosoft. Even upgrading the response chip would only boost it to Response 3 (+2 limit), so you'd be limited, at most, to Pilot 3 + Targeting 3, or 6 DP per gun. You could do a whole lot better with skills/abilities for dual weilding.
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sabs
post Jun 14 2010, 05:14 PM
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QUOTE (Banaticus @ Jun 14 2010, 02:50 PM) *
I don't see why not. He's not controlling them -- he's like Doc Oc when the arms go crazy and start attacking on their own. Hmm... new character idea... that cyberarm that you can attack to your chest, what if I had four of them, extensible, attached to my back... but I digress. I don't see why he can't make his arms drones and relinquish control. He'd have to point the guns in the "general" direction or else he'd have a penalty to athletics checks because it'd essentially be like trying to carry a large squirming monkey while your hands are strapped to your pants, but as long as he points them in about the right direction so that the arms aren't whipping around him then he should be good.


My problem with that is:
If he wants a 0 penalty then he has to use command to get the arms to follow his directions and I would give him a initiative penalty for the arms.

If he wants the arms to cut loose, then I would give him an athletics test with the threshold being the agility of the independent arms.

Personally this seems a terrible setup.
I'd rather just buy 2 independent platforms with ingram X's and White Knights, and a couple of fly-spies with upgraded sensor packages and pilots.
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Mäx
post Jun 14 2010, 05:52 PM
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QUOTE (Eratosthenes @ Jun 14 2010, 07:04 PM) *
3) Even clustered, it's not going to have great stats. Odds are it'll still be Response 1 (I believe that's the default for cyberware), so your pilot rating would be limited to Pilot 1. Likewise your Targeting autosoft. Even upgrading the response chip would only boost it to Response 3 (+2 limit), so you'd be limited, at most, to Pilot 3 + Targeting 3, or 6 DP per gun. You could do a whole lot better with skills/abilities for dual weilding.

Making them Alphaware solves that problem, as alphaware has a device rating 4.
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Yerameyahu
post Jun 14 2010, 07:18 PM
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Thank you Max, I forgot that they weren't cyberguns.

Again, it is this simple: cyberarms are not drones, and none of the ones in the books can be drones. There's no 'I don't see why not' about it, because that's the bottom line. Some of you are suggesting 'drone arms' that he happens to wear attached to his body: fine, but those aren't cyberarms, and they don't exist until you house-rule them in.

The rules for controlling cyberlimbs are unclear; they talk about hacking people, but there's never really anything about remote-controlling your own limbs, for example (that I recall, maybe I missed it :/ ). As this applies to slaving cyberarms to drone-modded guns, I don't think it matters, because the drone-guns wouldn't know how to control the arms (certainly not at a useful speed, anyway). Even with their nodes modded up to the +2 limit and with special softs, I really think he'll end up with much worse penalties than the original off-hand one he's doing all this to avoid. (IMG:style_emoticons/default/smile.gif)

So, we've got a few things here:

1) Drone-guns involved somehow; this is bad because they'll either be bad guns (mod slots wasted), bad drones (low stats), or both.
2) Slaved/commanded cyberarms; assuming this is possible (very unclear), then you're spending Complex Actions for each shot, and it's Gunnery, and the DPs are likely worse than just -2 off-hand.
3) Drone-arms; they don't exist, so you'd have to house-rule that straight off the top, and same drawbacks as above.
4) TacNet itself; if you somehow get 2 buddy drones, and mod up their sensors (possibly a lot), then this is the easiest argument (srsly? (IMG:style_emoticons/default/biggrin.gif) ), because the rules don't really care if you're near or far from TacNet clients. … after all that, you can get a maximum of +1. (IMG:style_emoticons/default/biggrin.gif) As I said at the beginning, you can literally replace this whole mess with arm AGI upgrades, and maybe a Muscle Toner, or even (maybe) Enhanced Articulation instead of the arms in the first place.
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jimbo
post Jun 14 2010, 07:44 PM
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Regarding the OP...

If you manage to swing the drone arms deal, please, please, please install a laser eye or kneecap grenade launcher or SOMETHING so the you-you can get in on the action too...
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Yerameyahu
post Jun 14 2010, 07:46 PM
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Oral Gun. (IMG:style_emoticons/default/biggrin.gif)
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AStarshipforAnts
post Jun 14 2010, 08:18 PM
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QUOTE (Yerameyahu @ Jun 14 2010, 01:46 PM) *


Eye laser.

I understand the OP's want to have the hacker not be a sitting duck when jacked in. And no-one likes playing babysitter for the drooling hacker.

It's an interesting concept, yes. But, I would rule that the arms would have a serious initiative lag, due to their dog-brains assessing the situation. And I would personally rule that the hacker would have to spend the time to personally code the software for this. I'm sure there are better ways to go about letting the hacker get a piece of the action.

But, this seems like an unnecessarily complicated way to go about it. I have a PC playing a rigger who wanted to spend thousands of nuyen customizing the equivalent of an RC toy helicopter into what would have amounted to a very inferior (in armor, sensors, piloting, etc) drone. Cool concept, yes. But, would it really be that useful? Not enough to justify customizing the toy as opposed to just buying a drone. And it feels like a very similar argument.

If you've been butting heads with your GM over this for days, I'd personally say to let it go and work with your GM on finding a different way to go about it. Messing up the relationship with your GM is not worth house-ruled in drone arms. But, that's just my two nuyen.


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Sally
post Jun 14 2010, 09:45 PM
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QUOTE (MithrilGear @ Jun 13 2010, 11:20 PM) *
In a sense it is like skillwires, but this mostly came about looking for a minimize the penalties for dual-wielding tee heh <3. But in the end trying to make someone who can still fight back while hacking, unconscious, or otherwise busy.


I understand that being a techomage is not the universal answer, but if you has a TM who submerged twice with Biowire and then Mesh Reality, I think you could achieve this.
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MindandPen
post Jun 14 2010, 10:33 PM
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QUOTE (otakusensei @ Jun 14 2010, 09:36 AM) *
If a player wanted both his arms, attached to his body, to be independent firing platforms I'd let him do it. Then I'd slap him with a -2 penalty per arm and require Athletics checks to maintain his balance while his arms tried to kill people while he was trying to walk.


Could also slap a penalty anytime he wants to do anything related to your normal "Activities of Daily Living".

-M&P
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Yerameyahu
post Jun 14 2010, 10:38 PM
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This is Shadowrun; 'Activities of Daily Living' is what we're talking about! ;D
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AStarshipforAnts
post Jun 14 2010, 10:43 PM
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Start Program: Make a Sammich

Roll to make sure the pilot program doesn't fling strawberry jelly all over the place.
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svenftw
post Jun 14 2010, 10:54 PM
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QUOTE (MithrilGear @ Jun 13 2010, 09:20 PM) *
In a sense it is like skillwires, but this mostly came about looking for a minimize the penalties for dual-wielding tee heh <3. But in the end trying to make someone who can still fight back while hacking, unconscious, or otherwise busy.


Why not use the external weapon mount on your cyberarm? They act as Smart Firing Platforms, which are equipped with a Pilot. Mount an SMG modified for drum feed and then just have it suppress areas of the battlefield while you do other things.
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MindandPen
post Jun 14 2010, 11:00 PM
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QUOTE (AStarshipforAnts @ Jun 14 2010, 05:43 PM) *
Start Program: Make a Sammich

Roll to make sure the pilot program doesn't fling strawberry jelly all over the place.


And if the program is "Pee in Toilet" or "Wipe Ass" and you miss the roll?

-M&P
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Yerameyahu
post Jun 14 2010, 11:02 PM
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Or the Articulated Weapon Arm. That's really its exact function, after all.
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AStarshipforAnts
post Jun 14 2010, 11:15 PM
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QUOTE (Yerameyahu @ Jun 14 2010, 05:02 PM) *
Or the Articulated Weapon Arm. That's really its exact function, after all.


What source book is that listed in?
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Udoshi
post Jun 14 2010, 11:25 PM
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While you can't turn your arms into drones...

You can run a Tacnet 1 on any Smartgun. What? It has a camera and a laser rangefinger. Thats 2 channels. The smartgun itself is device rating 3, which can handle a rating 1 program easy.

So put some smartguns in your cyberarm slides, and network it.

Tacnet 1: 2 channels required, minimum members: 3
Node1: Left arm smartgun
Node2: right arm smartgun
node3: Yourself. Get some cybereyes or something for sensor requirements.
Now subscribe your arms(via skinlinks) to your smartlinks, and get a pair of Agent 3 with Command 6, Optimized 3, and slap those on your smartlinks.
Viola. Done.

You should also check out the Gunsel Karcist, a technomancer based around this concept, in Ancient History's PACKS file.

Also, well, actually, you -can- turn your arms into drones. Cyberlimb guns can't take -accessories-. Modifications are not accessories, so you could Pilot Upgrade them. However, arm slides are superior - because you can use actual gun models. Cyberimplant weapons are very generic.


As to your GM's points:
1: Drones have Device Ratings, dependent on what type of drone they are. Yes, they can run tacnets, because tacnets are programs, and they have both response, system, processor limits, and all that fun stuff. Just take care to not run too many autosofts, because response hits suck for drones(initiative, some dice pools)
1: So does cyberware, depending on your grade. It starts at 3, 4 for alpha, and goes up from there.
3: While all the fancy benefits of a tacnet may not apply, the tacnet still does tie a bunch of different information together - if you put a hat, with a microcam in it, and tie it into the tacnet, the tacnet will tell you if you're being shot from behind.
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Yerameyahu
post Jun 14 2010, 11:31 PM
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Augmentation has the External Mount and the Articulated Weapon Arm.

Can a peripheral node run TacNet? I say no. It says "They are only able to run a single persona and can only run programs they are designed to use." I could see some corp designing 'TacGuns', designed to run Tacsofts and including Smartlink/sensors/etc., but I wouldn't rule that normal guns are 'designed' to run Tacsofts. A centralized TacNet might get around that, but even then I'd rule that they're your personal sensors, not separate TacNet clients.

I'm pretty leery of using Modifications on cyberguns. It's my impression that they can't, *especially* Drone conversion.
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Hand-E-Food
post Jun 14 2010, 11:58 PM
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This appears to be the limitations of current technology:

QUOTE (Arsenal @ page 46)
Drone Hand: This plug-in allows the cyberhand to detach and function as a small crawler drone (use the stats for the Aztechnology Crawler, p.342, SR4). The fingers of the drone hand telescope slightly to provide better balance and locomotion, and the drone hand may be controlled by a rigger normally via wireless link. The drone hand features sensor and antenna arrays built into the wrist that are activated when the drone is detached and may be upgraded normally. The multifunctional and compact mechanics, however, do not allow further modifications.

QUOTE (SR4A @ page 350-1)
Aztechnology Crawler: Designed to operate as a remote snooper in rough rural or urban terrain, this small crawler can handle stairs and other obstacles. Efficient and robust, the Crawler has an impressive autonomy.
Aztechnology Crawler (Small); Handling 0; Accel 5/20; Speed 50; Pilot 3; Body 2; Armour 0; Sensor 2.


I love you idea, though! (IMG:style_emoticons/default/smile.gif)
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MithrilGear
post Jun 15 2010, 12:02 AM
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While I've been reading that all up and down that you just CAN'T turn cyberarms into drones, I don't think that anyone has actually given a plascrete reason why you can't other than "their a part of you". What difference does that make really? Why can't I install a program on a MACHINE that is attached to my torso. There is muscle and blood running through the thing, there are servos and electrical signals. Sure usually someone just saying "Well the book doesn't say you can't!" is just someone being a douchewaffle, but this is the bleeding future, 2072! Why couldn't a person sit down on day and go, "Hmm I want my cyberarms to have some automony in combat." He then sits down and does it. He would have to build a program and a custom pilot program to do it but yes it can be done. He could build a processor and install it in the cyberarm but yes it can be done. It a world that most of us only dream of.

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MithrilGear
post Jun 15 2010, 12:07 AM
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QUOTE (MindandPen @ Jun 14 2010, 08:00 AM) *
Let's go back to the beginning here. Do you really want to have this degree of a fight with your GM? You've gotten a lot of posts with what is potentially wrong with this based on RAW, but the fundamental question is about your relationship with your GM.

-M&P


He is a guy that tends to make loads of houserules and for the most part I'm fine with them. He was the one who told me that I could cluster the gun and arm in install a pilot program.
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Yerameyahu
post Jun 15 2010, 12:21 AM
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In the game, cyberarms aren't and can't be drones. There is no reason, just like there's no 'reason' for anything in the game.

You asked about the *game*, though. Obviously, if you're ignoring the rules, you can do literally anything.

In addition, we've pointed out several things that *are* in the game to do what you've asked for. :/
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MithrilGear
post Jun 15 2010, 01:13 AM
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Oh yes an weapon arm that is only 24F availablity is totally able to get at character creation...

But all that aside, I showed this to my GM and we talked about it. We came to the agreement while mechanic ally this is possible, the fluff from 2072 doesn't allow something so sophisticated to be produced yet. And since SR4 doesn't have a Rigger book in where you can building things like cars and drones from scratch with they did before, can't really build one with real crunch.

So thanks to all those who offer constructive advice and opinions and humor (Start Program:Make a Sammich) and all those who offered impossiblen options and were nothing more than nay-sayers. Shame...shame on you all.
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AStarshipforAnts
post Jun 15 2010, 01:35 AM
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QUOTE (Yerameyahu @ Jun 14 2010, 06:31 PM) *
Augmentation has the External Mount and the Articulated Weapon Arm.

Can a peripheral node run TacNet? I say no. It says "They are only able to run a single persona and can only run programs they are designed to use." I could see some corp designing 'TacGuns', designed to run Tacsofts and including Smartlink/sensors/etc., but I wouldn't rule that normal guns are 'designed' to run Tacsofts. A centralized TacNet might get around that, but even then I'd rule that they're your personal sensors, not separate TacNet clients.

I'm pretty leery of using Modifications on cyberguns. It's my impression that they can't, *especially* Drone conversion.


Thank you.
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Cthulhudreams
post Jun 15 2010, 01:48 AM
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You could just wear a doctor ocotopus outfit if the 'cyberarms' deal is really a problem. Then the arms are independant drones.
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Udoshi
post Jun 15 2010, 08:01 AM
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QUOTE (Yerameyahu @ Jun 14 2010, 04:31 PM) *
Augmentation has the External Mount and the Articulated Weapon Arm.

Can a peripheral node run TacNet? I say no. It says "They are only able to run a single persona and can only run programs they are designed to use." I could see some corp designing 'TacGuns', designed to run Tacsofts and including Smartlink/sensors/etc., but I wouldn't rule that normal guns are 'designed' to run Tacsofts. A centralized TacNet might get around that, but even then I'd rule that they're your personal sensors, not separate TacNet clients.


I would argue that, yes, in a world where smartguns are dirt-common, pushed by megacorps(ares, anyone), and have a host of attachments for them(advanced safeties, rangefinders, safe target systems, ammo skip systems, pilot upgrades, sniper rifles with facial-id softs) that, yes, a piece of software that lets smartguns talk to other smartguns is right up that 'peripheral nodes' alley. After all, using tacnet-enabled information targeting is pretty much exactly what smartguns are for: Point smartgun at target, call in artillery. No need for fancy target designators.

If your GM's still anal about having a gun computer run 'shoot people better' software, then just slap on a weapon commlink accessory, or use a centralized tacnet. Whether or not the smartgun itself can run the tacnet by itself, out of the box, really isn't an issue - you can solve that by throwing nuyen at it.

While cyberguns can't take accessories, modifications are totally doable. Should be, makes sense, and the rules are three entirely different things. Besides, if the devs wanted to rule out Mods, they'd have updated the cybergun descriptions for 4thA.(you know, after arsenal and mods came out) Modifying cyberguns isn't that big of a deal - its a way to bridge the gap from being unable to, say, stick an ares crusader in your hand. (and i'm pretty sure you used to be able to do this in 3rd, which is kind of lame that you can't in 4th. Correct me if I'm wrong.) Personally, i really don't have a problem with modifying cyberguns. Slapping a flashlight on a gun in your hand(what? where does it go? how does it fit?) vs changing the gun's firing pin and chamber(electronic firing) - well, its all taking place inside the gun. Thats what modslots represent - how much room there is to expand stuff.

Its also worth noting that the definition of exactly what a smartgun can do changed between Arsenal(148,smart or not) and Unwired(48, sample peripheral nodes). So, uh, thats another 'thanks a lot catalyst' moment, for the devs not talking to each other.
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